Bering Strait
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- Metsfanmax
- Posts: 6722
- Joined: Wed Apr 11, 2007 11:01 pm
- Gender: Male
Re: Bering Strait
Looking pretty sweet, I would look forward to playing this map.
Re: Bering Strait
I'm happy to hear that at least a few others like the newer version because I do as well.
At this point, I think the main focus should be on gameplay, correct?
At this point, I think the main focus should be on gameplay, correct?

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
Re: Bering Strait
lanyards wrote:I'm happy to hear that at least a few others like the newer version because I do as well.
At this point, I think the main focus should be on gameplay, correct?
Right now the main focus is just improving the map as much as you can.
Also get rid of that bevel on the boarder!
Highest Rank: 26 Highest Score: 3480


- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: Bering Strait
lanyards, how are you going to portray the bonuses? Mini map or list?
A nice simple map
A nice simple map

Re: Bering Strait
Will use a legend most likely - the maps not confusing enough to need a mini-map I don't think. The legend will be in the next update, although I was hoping to have some other stuff to work on.
Any suggestions? What would make this maps gameplay more unique or fun?
Any suggestions? What would make this maps gameplay more unique or fun?

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
Re: Bering Strait
Due to the extreme cold all spaces lose 1 unit each turn.
Which makes gaining and securing a bonus area even more important - else your troops will run out or food and freeze to death - leaving in their spot 1 neutral cannibal tribe.
Just an idea to give a little twist to the game - you might have to give them a small boost in troops at start.... Maybe either they start with 10 troops per area instead of 3 or the bonus for Qty land controlled could be reflected this way:
Player gains: 10 troops for control over 1 to 5 areas
Player gains 6 troops for control over 6 to 10 areas
Player gains 3 troops for control over 11 to 15 areas
Player gains no troops for Qty lands if they control more then 15 areas.
This way small nations have plenty of resources - but as they grow in size their resources get stretched out to their limit until they have no more resources unless they are able to gain control over a colored area bonus showing that they where able to hunt or gather some extra resources off those lands...
Just an idea...
Which makes gaining and securing a bonus area even more important - else your troops will run out or food and freeze to death - leaving in their spot 1 neutral cannibal tribe.
Just an idea to give a little twist to the game - you might have to give them a small boost in troops at start.... Maybe either they start with 10 troops per area instead of 3 or the bonus for Qty land controlled could be reflected this way:
Player gains: 10 troops for control over 1 to 5 areas
Player gains 6 troops for control over 6 to 10 areas
Player gains 3 troops for control over 11 to 15 areas
Player gains no troops for Qty lands if they control more then 15 areas.
This way small nations have plenty of resources - but as they grow in size their resources get stretched out to their limit until they have no more resources unless they are able to gain control over a colored area bonus showing that they where able to hunt or gather some extra resources off those lands...
Just an idea...
- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: Bering Strait
lanyards wrote:Any suggestions? What would make this maps gameplay more unique or fun?
Ask anyone, I will always try to get you to add something fun for a map of this size. Considering the graphics are not really going to bring in the players (nothing wrong with them but very plain) you would be wise to add a hook to the map.
Aleena wrote:Due to the extreme cold all spaces lose 1 unit each turn.
Not really a good idea. I have been trying to work this into my Escape map and it is proving very troublesome. Also, it lies to the south of the polar circle.
An idea for you to consider. The Russian side of the straight was a military zone. I am sure the Americans kept some form of monitoring on there side as well. So how about 3 Russian bases and 3 American monitoring posts. All either set of 3 for a +2 bonus or all 6 to win the game.

Re: Bering Strait
try to make the maps more convincing, by matching the borders more closely with the actual political borders. they are far from being recognisable just now, especially in alaska where, of the three best-known cities, u've included only anchorage and left out fairbanks and juneau. the russian side is better, though more can be done here too. there are too many ports, so that the map does not play as two clear halves.
http://en.wikipedia.org/wiki/List_of_bo ... _in_Alaska
http://map.rin.ru/index_e.html
ian.
http://en.wikipedia.org/wiki/List_of_bo ... _in_Alaska
http://map.rin.ru/index_e.html
ian.
Re: Bering Strait
Are we still working on this?
- ViperOverLord
- Posts: 2487
- Joined: Sun Apr 19, 2009 3:19 pm
- Location: California
Re: Bering Strait
Seems like a map of this region might want to incorporate the elements a little more; rather than being a straightforward classical type of map; which I am otherwise in favor of getting more of those types of maps.
- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: Bering Strait
[Moved]
This map has been moved into the Ideas subforum, as it has not had an update within the time period. This can still be worked on and moved back after an update has been made.
koontz1973
This map has been moved into the Ideas subforum, as it has not had an update within the time period. This can still be worked on and moved back after an update has been made.
koontz1973


